1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #ifndef __CEXTRACT__ |
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26 | # include <sproto.h> |
26 | #include <sproto.h> |
27 | # include <spells.h> |
27 | #include <spells.h> |
28 | # include <skills.h> |
28 | #include <skills.h> |
29 | #endif |
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30 | |
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31 | |
29 | |
32 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
30 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
33 | |
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34 | |
31 | |
35 | /* checks npc->enemy and returns that enemy if still valid, |
32 | /* checks npc->enemy and returns that enemy if still valid, |
36 | * NULL otherwise. |
33 | * NULL otherwise. |
37 | * this is map tile aware. |
34 | * this is map tile aware. |
38 | * If this returns an enemy, the range vector rv should also be |
35 | * If this returns an enemy, the range vector rv should also be |
39 | * set to sane values. |
36 | * set to sane values. |
40 | */ |
37 | */ |
41 | object * |
38 | object * |
42 | check_enemy (object *npc, rv_vector * rv) |
39 | check_enemy (object *npc, rv_vector * rv) |
43 | { |
40 | { |
44 | |
|
|
45 | /* if this is pet, let him attack the same enemy as his owner |
41 | /* if this is pet, let him attack the same enemy as his owner |
46 | * TODO: when there is no ower enemy, try to find a target, |
42 | * TODO: when there is no ower enemy, try to find a target, |
47 | * which CAN attack the owner. */ |
43 | * which CAN attack the owner. */ |
48 | if ((npc->attack_movement & HI4) == PETMOVE) |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
49 | { |
45 | { |
… | |
… | |
51 | npc->enemy = NULL; |
47 | npc->enemy = NULL; |
52 | else if (npc->enemy == NULL) |
48 | else if (npc->enemy == NULL) |
53 | npc->enemy = npc->owner->enemy; |
49 | npc->enemy = npc->owner->enemy; |
54 | } |
50 | } |
55 | |
51 | |
56 | /* periodically, a monster mayu change its target. Also, if the object |
52 | /* periodically, a monster may change its target. Also, if the object |
57 | * has been destroyed, etc, clear the enemy. |
53 | * has been destroyed, etc, clear the enemy. |
58 | * TODO: this should be changed, because it invokes to attack forced or |
54 | * TODO: this should be changed, because it invokes to attack forced or |
59 | * attacked monsters to leave the attacker alone, before it is destroyed |
55 | * attacked monsters to leave the attacker alone, before it is destroyed |
60 | */ |
56 | */ |
61 | /* i had removed the random target leave, this invokes problems with friendly |
57 | /* I had removed the random target leave, this invokes problems with friendly |
62 | * objects, getting attacked and defending herself - they don't try to attack |
58 | * objects, getting attacked and defending herself - they don't try to attack |
63 | * again then but perhaps get attack on and on |
59 | * again then but perhaps get attack on and on |
64 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
60 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
65 | * too. */ |
61 | * too. */ |
66 | |
62 | |
… | |
… | |
70 | * the grouping checks are. Code is the same. |
66 | * the grouping checks are. Code is the same. |
71 | */ |
67 | */ |
72 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
68 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
73 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
69 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
74 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
70 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
75 | npc->enemy = NULL; |
71 | npc->enemy = 0; |
76 | |
72 | |
77 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
73 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
78 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
74 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
79 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
75 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
80 | || npc->enemy == npc->owner)) |
76 | || npc->enemy == npc->owner)) |
81 | npc->enemy = NULL; |
77 | npc->enemy = 0; |
82 | |
78 | |
83 | |
79 | |
84 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
80 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
85 | npc->enemy = NULL; |
81 | npc->enemy = 0; |
86 | |
82 | |
87 | /* I've noticed that pets could sometimes get an arrow as the |
83 | /* I've noticed that pets could sometimes get an arrow as the |
88 | * target enemy - this code below makes sure the enemy is something |
84 | * target enemy - this code below makes sure the enemy is something |
89 | * that should be attacked. My guess is that the arrow hits |
85 | * that should be attacked. My guess is that the arrow hits |
90 | * the creature/owner, and so the creature then takes that |
86 | * the creature/owner, and so the creature then takes that |
91 | * as the enemy to attack. |
87 | * as the enemy to attack. |
92 | */ |
88 | */ |
93 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
89 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
94 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
90 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
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91 | && npc->enemy->type != PLAYER |
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92 | && npc->enemy->type != GOLEM) |
95 | npc->enemy = NULL; |
93 | npc->enemy = 0; |
96 | |
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|
97 | } |
94 | } |
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95 | |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
99 | } |
97 | } |
100 | |
98 | |
101 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
102 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
103 | * Also fixed logic so that monsters in the lower directions were more |
101 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
115 | object * |
113 | object * |
116 | find_nearest_living_creature (object *npc) |
114 | find_nearest_living_creature (object *npc) |
117 | { |
115 | { |
118 | int i, mflags; |
116 | int i, mflags; |
119 | sint16 nx, ny; |
117 | sint16 nx, ny; |
120 | mapstruct *m; |
118 | maptile *m; |
121 | object *tmp; |
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|
122 | int search_arr[SIZEOFFREE]; |
119 | int search_arr[SIZEOFFREE]; |
123 | |
120 | |
124 | get_search_arr (search_arr); |
121 | get_search_arr (search_arr); |
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122 | |
125 | for (i = 0; i < SIZEOFFREE; i++) |
123 | for (i = 0; i < SIZEOFFREE; i++) |
126 | { |
124 | { |
127 | /* modified to implement smart searching using search_arr |
125 | /* modified to implement smart searching using search_arr |
128 | * guidance array to determine direction of search order |
126 | * guidance array to determine direction of search order |
129 | */ |
127 | */ |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
128 | nx = npc->x + freearr_x[search_arr[i]]; |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
129 | ny = npc->y + freearr_y[search_arr[i]]; |
132 | m = npc->map; |
130 | m = npc->map; |
133 | |
131 | |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
132 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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|
133 | |
135 | if (mflags & P_OUT_OF_MAP) |
134 | if (mflags & P_OUT_OF_MAP) |
136 | continue; |
135 | continue; |
137 | |
136 | |
138 | if (mflags & P_IS_ALIVE) |
137 | if (mflags & P_IS_ALIVE) |
139 | { |
138 | { |
140 | tmp = get_map_ob (m, nx, ny); |
139 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
141 | while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) |
140 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
142 | tmp = tmp->above; |
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143 | |
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144 | if (!tmp) |
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145 | { |
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146 | LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
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147 | m->path, nx, ny); |
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148 | } |
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149 | else |
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150 | { |
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151 | if (can_see_monsterP (m, nx, ny, i)) |
141 | if (can_see_monsterP (m, nx, ny, i)) |
152 | return tmp; |
142 | return tmp; |
153 | } |
143 | } |
154 | } /* is something living on this space */ |
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155 | } |
144 | } |
156 | return NULL; /* nothing found */ |
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157 | } |
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158 | |
145 | |
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146 | return 0; |
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147 | } |
159 | |
148 | |
160 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enemy for npc. We pass the range vector since |
161 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
162 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
163 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
164 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
165 | * many cases. |
154 | * many cases. |
166 | */ |
155 | */ |
167 | |
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168 | object * |
156 | object * |
169 | find_enemy (object *npc, rv_vector * rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
170 | { |
158 | { |
171 | object *attacker, *tmp = NULL; |
159 | object *attacker, *tmp = NULL; |
172 | |
160 | |
… | |
… | |
178 | { |
166 | { |
179 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
180 | |
168 | |
181 | if (tmp) |
169 | if (tmp) |
182 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
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171 | |
183 | return tmp; |
172 | return tmp; |
184 | } |
173 | } |
185 | |
174 | |
186 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
187 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
207 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
208 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
209 | { |
198 | { |
210 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
211 | { |
200 | { |
212 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
213 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
214 | |
203 | |
215 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
216 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
217 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
218 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
219 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
220 | { |
209 | { |
221 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
222 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
223 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
224 | } |
213 | } |
… | |
… | |
240 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
233 | */ |
245 | |
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246 | int |
234 | int |
247 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
248 | { |
236 | { |
249 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
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250 | |
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251 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
252 | if (!enemy) |
238 | if (!enemy) |
253 | return 0; |
239 | return 0; |
254 | |
240 | |
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241 | if (!op->flag [FLAG_SLEEP]) |
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242 | return 1; |
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243 | |
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244 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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245 | |
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246 | if (op->flag [FLAG_BLIND]) |
255 | /* blinded monsters can only find nearby objects to attack */ |
247 | /* blinded monsters can only find nearby objects to attack */ |
256 | if (QUERY_FLAG (op, FLAG_BLIND)) |
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257 | radius = MIN_MON_RADIUS; |
248 | radius = MIN_MON_RADIUS; |
258 | |
249 | else if (op->map |
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250 | && !enemy->invisible |
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251 | && !stand_in_light (enemy) |
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252 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
259 | /* This covers the situation where the monster is in the dark |
253 | /* This covers the situation where the monster is in the dark |
260 | * and has an enemy. If the enemy has no carried light (or isnt |
254 | * and has an enemy. If the enemy has no carried light (or isnt |
261 | * glowing!) then the monster has trouble finding the enemy. |
255 | * glowing!) then the monster has trouble finding the enemy. |
262 | * Remember we already checked to see if the monster can see in |
256 | * Remember we already checked to see if the monster can see in |
263 | * the dark. */ |
257 | * the dark. */ |
|
|
258 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
264 | |
259 | |
265 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
260 | if (enemy->flag [FLAG_STEALTH]) |
266 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
261 | radius = radius / 2 + 1; |
267 | { |
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268 | int dark = radius / (op->map->darkness); |
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269 | |
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270 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
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271 | } |
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272 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
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273 | return 1; |
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274 | |
262 | |
275 | /* enemy should already be on this map, so don't really need to check |
263 | /* enemy should already be on this map, so don't really need to check |
276 | * for that. |
264 | * for that. |
277 | */ |
265 | */ |
278 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
266 | if (rv->distance <= radius) |
279 | { |
267 | { |
280 | CLEAR_FLAG (op, FLAG_SLEEP); |
268 | CLEAR_FLAG (op, FLAG_SLEEP); |
281 | return 1; |
269 | return 1; |
282 | } |
270 | } |
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271 | |
283 | return 0; |
272 | return 0; |
284 | } |
273 | } |
285 | |
274 | |
286 | int |
275 | int |
287 | move_randomly (object *op) |
276 | move_randomly (object *op) |
288 | { |
277 | { |
289 | int i; |
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290 | |
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291 | /* Give up to 15 chances for a monster to move randomly */ |
278 | /* Give up to 15 chances for a monster to move randomly */ |
292 | for (i = 0; i < 15; i++) |
279 | for (int i = 0; i < 15; i++) |
293 | { |
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|
294 | if (move_object (op, RANDOM () % 8 + 1)) |
280 | if (move_object (op, rndm (8) + 1)) |
295 | return 1; |
281 | return 1; |
296 | } |
282 | |
297 | return 0; |
283 | return 0; |
298 | } |
284 | } |
299 | |
285 | |
300 | /* |
286 | /* |
301 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
287 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
302 | */ |
288 | */ |
303 | |
|
|
304 | int |
289 | int |
305 | move_monster (object *op) |
290 | move_monster (object *op) |
306 | { |
291 | { |
307 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
292 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
308 | object *owner, *enemy, *part, *oph = op; |
293 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
325 | enemy->attacked_by = op; /* our ptr */ |
310 | enemy->attacked_by = op; /* our ptr */ |
326 | |
311 | |
327 | /* generate hp, if applicable */ |
312 | /* generate hp, if applicable */ |
328 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
313 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
329 | { |
314 | { |
330 | |
|
|
331 | /* last heal is in funny units. Dividing by speed puts |
315 | /* last heal is in funny units. Dividing by speed puts |
332 | * the regeneration rate on a basis of time instead of |
316 | * the regeneration rate on a basis of time instead of |
333 | * #moves the monster makes. The scaling by 8 is |
317 | * #moves the monster makes. The scaling by 8 is |
334 | * to capture 8th's of a hp fraction regens |
318 | * to capture 8th's of a hp fraction regens |
335 | * |
319 | * |
… | |
… | |
340 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
324 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
341 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
325 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
342 | op->last_heal %= 32; |
326 | op->last_heal %= 32; |
343 | |
327 | |
344 | /* So if the monster has gained enough HP that they are no longer afraid */ |
328 | /* So if the monster has gained enough HP that they are no longer afraid */ |
345 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
329 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
346 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
347 | |
331 | |
348 | if (op->stats.hp > op->stats.maxhp) |
332 | if (op->stats.hp > op->stats.maxhp) |
349 | op->stats.hp = op->stats.maxhp; |
333 | op->stats.hp = op->stats.maxhp; |
350 | } |
334 | } |
351 | |
335 | |
352 | /* generate sp, if applicable */ |
336 | /* generate sp, if applicable */ |
353 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
354 | { |
338 | { |
355 | |
|
|
356 | /* last_sp is in funny units. Dividing by speed puts |
339 | /* last_sp is in funny units. Dividing by speed puts |
357 | * the regeneration rate on a basis of time instead of |
340 | * the regeneration rate on a basis of time instead of |
358 | * #moves the monster makes. The scaling by 8 is |
341 | * #moves the monster makes. The scaling by 8 is |
359 | * to capture 8th's of a sp fraction regens |
342 | * to capture 8th's of a sp fraction regens |
360 | * |
343 | * |
361 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
362 | * overflow might produce monsters with negative sp. |
345 | * overflow might produce monsters with negative sp. |
363 | */ |
346 | */ |
364 | |
347 | |
365 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
348 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
366 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
349 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
367 | op->last_sp %= 128; |
350 | op->last_sp %= 128; |
368 | } |
351 | } |
369 | |
352 | |
370 | /* this should probably get modified by many more values. |
353 | /* this should probably get modified by many more values. |
371 | * (eg, creatures resistance to fear, level, etc. ) |
354 | * (eg, creatures resistance to fear, level, etc. ) |
372 | */ |
355 | */ |
373 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
356 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
374 | { |
|
|
375 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
357 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
376 | } |
|
|
377 | |
358 | |
378 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
379 | return QUERY_FLAG (op, FLAG_FREED); |
360 | return QUERY_FLAG (op, FLAG_FREED); |
380 | |
361 | |
381 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
382 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
363 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
383 | { |
|
|
384 | if (!check_wakeup (op, enemy, &rv)) |
364 | if (!check_wakeup (op, enemy, &rv)) |
385 | return 0; |
365 | return 0; |
386 | } |
|
|
387 | |
366 | |
388 | /* check if monster pops out of hidden spot */ |
367 | /* check if monster pops out of hidden spot */ |
389 | if (op->hide) |
368 | if (op->flag [FLAG_HIDDEN]) |
390 | do_hidden_move (op); |
369 | do_hidden_move (op); |
391 | |
370 | |
392 | if (op->pick_up) |
371 | if (op->pick_up) |
393 | monster_check_pickup (op); |
372 | monster_check_pickup (op); |
394 | |
373 | |
… | |
… | |
398 | /* If we don't have an enemy, do special movement or the like */ |
377 | /* If we don't have an enemy, do special movement or the like */ |
399 | if (!enemy) |
378 | if (!enemy) |
400 | { |
379 | { |
401 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
380 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
402 | { |
381 | { |
403 | remove_ob (op); |
382 | op->drop_and_destroy (); |
404 | free_object (op); |
|
|
405 | return 1; |
383 | return 1; |
406 | } |
384 | } |
407 | |
385 | |
408 | /* Probably really a bug for a creature to have both |
386 | /* Probably really a bug for a creature to have both |
409 | * stand still and a movement type set. |
387 | * stand still and a movement type set. |
… | |
… | |
412 | { |
390 | { |
413 | if (op->attack_movement & HI4) |
391 | if (op->attack_movement & HI4) |
414 | { |
392 | { |
415 | switch (op->attack_movement & HI4) |
393 | switch (op->attack_movement & HI4) |
416 | { |
394 | { |
417 | case (PETMOVE): |
395 | case PETMOVE: |
418 | pet_move (op); |
396 | pet_move (op); |
419 | break; |
397 | break; |
420 | |
398 | |
421 | case (CIRCLE1): |
399 | case CIRCLE1: |
422 | circ1_move (op); |
400 | circ1_move (op); |
423 | break; |
401 | break; |
424 | |
402 | |
425 | case (CIRCLE2): |
403 | case CIRCLE2: |
426 | circ2_move (op); |
404 | circ2_move (op); |
427 | break; |
405 | break; |
428 | |
406 | |
429 | case (PACEV): |
407 | case PACEV: |
430 | pace_movev (op); |
408 | pace_movev (op); |
431 | break; |
409 | break; |
432 | |
410 | |
433 | case (PACEH): |
411 | case PACEH: |
434 | pace_moveh (op); |
412 | pace_moveh (op); |
435 | break; |
413 | break; |
436 | |
414 | |
437 | case (PACEV2): |
415 | case PACEV2: |
438 | pace2_movev (op); |
416 | pace2_movev (op); |
439 | break; |
417 | break; |
440 | |
418 | |
441 | case (PACEH2): |
419 | case PACEH2: |
442 | pace2_moveh (op); |
420 | pace2_moveh (op); |
443 | break; |
421 | break; |
444 | |
422 | |
445 | case (RANDO): |
423 | case RANDO: |
446 | rand_move (op); |
424 | rand_move (op); |
447 | break; |
425 | break; |
448 | |
426 | |
449 | case (RANDO2): |
427 | case RANDO2: |
450 | move_randomly (op); |
428 | move_randomly (op); |
451 | break; |
429 | break; |
452 | } |
430 | } |
|
|
431 | |
453 | return 0; |
432 | return 0; |
454 | } |
433 | } |
455 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
434 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
456 | (void) move_randomly (op); |
435 | move_randomly (op); |
457 | |
|
|
458 | } /* stand still */ |
436 | } /* stand still */ |
|
|
437 | |
459 | return 0; |
438 | return 0; |
460 | } /* no enemy */ |
439 | } /* no enemy */ |
461 | |
440 | |
462 | /* We have an enemy. Block immediately below is for pets */ |
441 | /* We have an enemy. Block immediately below is for pets */ |
463 | if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) |
442 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
443 | && (owner = op->owner) != NULL |
|
|
444 | && !on_same_map (op, owner) |
|
|
445 | && !owner->flag [FLAG_REMOVED]) |
464 | return follow_owner (op, owner); |
446 | return follow_owner (op, owner); |
465 | |
447 | |
466 | /* doppleganger code to change monster facing to that of the nearest |
448 | /* doppleganger code to change monster facing to that of the nearest |
467 | * player. Hmm. The code is here, but no monster in the current |
449 | * player. Hmm. The code is here, but no monster in the current |
468 | * arch set uses it. |
450 | * arch set uses it. |
469 | */ |
451 | */ |
470 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
452 | if (op->race == shstr_doppleganger) |
471 | { |
453 | { |
472 | op->face = enemy->face; |
454 | op->face = enemy->face; |
473 | op->name = enemy->name; |
455 | op->name = enemy->name; |
474 | } |
456 | } |
475 | |
457 | |
… | |
… | |
487 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
469 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
488 | { |
470 | { |
489 | rv_vector rv1; |
471 | rv_vector rv1; |
490 | |
472 | |
491 | /* now we test every part of an object .... this is a real ugly piece of code */ |
473 | /* now we test every part of an object .... this is a real ugly piece of code */ |
492 | for (part = op; part != NULL; part = part->more) |
474 | for (part = op; part; part = part->more) |
493 | { |
475 | { |
494 | get_rangevector (part, enemy, &rv1, 0x1); |
476 | get_rangevector (part, enemy, &rv1, 0x1); |
495 | dir = rv1.direction; |
477 | dir = rv1.direction; |
496 | |
478 | |
497 | /* hm, not sure about this part - in original was a scared flag here too |
479 | /* hm, not sure about this part - in original was a scared flag here too |
498 | * but that we test above... so can be old code here |
480 | * but that we test above... so can be old code here |
499 | */ |
481 | */ |
500 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
482 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
501 | dir = absdir (dir + 4); |
483 | dir = absdir (dir + 4); |
|
|
484 | |
502 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
485 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
503 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
486 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
504 | |
487 | |
505 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
488 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
506 | { |
|
|
507 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
489 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
508 | return 0; |
490 | return 0; |
509 | } |
|
|
510 | |
491 | |
511 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
492 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
512 | { |
|
|
513 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
493 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
514 | return 0; |
494 | return 0; |
515 | } |
|
|
516 | |
495 | |
517 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
496 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
518 | { |
|
|
519 | if (monster_use_range (op, part, enemy, dir)) |
497 | if (monster_use_range (op, part, enemy, dir)) |
520 | return 0; |
498 | return 0; |
521 | } |
499 | |
522 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
500 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
523 | { |
|
|
524 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
501 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
525 | return 0; |
502 | return 0; |
526 | } |
503 | |
527 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
504 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
528 | { |
|
|
529 | if (monster_use_bow (op, part, enemy, dir)) |
505 | if (monster_use_bow (op, part, enemy, dir)) |
530 | return 0; |
506 | return 0; |
531 | } |
|
|
532 | } /* for processing of all parts */ |
507 | } /* for processing of all parts */ |
533 | } /* If not scared */ |
508 | } /* If not scared */ |
534 | |
509 | |
535 | |
|
|
536 | part = rv.part; |
510 | part = rv.part; |
537 | dir = rv.direction; |
511 | dir = rv.direction; |
538 | |
512 | |
|
|
513 | // if the enemy is a player, we have los. if los says we |
|
|
514 | // can directly reach the player, we do not deviate. |
|
|
515 | // for non-players, we never deviate |
|
|
516 | if (op->stats.Wis >= 8 |
|
|
517 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
518 | { |
|
|
519 | int sdir = 0; |
|
|
520 | uint32_t &smell = op->ms ().smell; |
|
|
521 | |
|
|
522 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
523 | { |
|
|
524 | mapxy pos (op); pos.move (ndir); |
|
|
525 | |
|
|
526 | if (pos.normalise ()) |
|
|
527 | { |
|
|
528 | mapspace &ms = pos.ms (); |
|
|
529 | |
|
|
530 | if (ms.smell > smell) |
|
|
531 | { |
|
|
532 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
533 | if (op->stats.Wis >= 10) |
|
|
534 | smell = ms.smell - 1; // smarter: tell others |
|
|
535 | |
|
|
536 | sdir = ndir; |
|
|
537 | |
|
|
538 | // perturbing the path might let the monster lose track, |
|
|
539 | // but it will also widen the actual path, spreading information |
|
|
540 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
541 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
542 | } |
|
|
543 | } |
|
|
544 | } |
|
|
545 | |
|
|
546 | if (sdir) |
|
|
547 | dir = sdir; |
|
|
548 | else if (smell) |
|
|
549 | { |
|
|
550 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
551 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
552 | unordered_mapwalk (op, -1, -1, 1, 1) |
|
|
553 | m->at (nx, ny).smell = 0; |
|
|
554 | } |
|
|
555 | } |
|
|
556 | |
539 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
557 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
540 | dir = absdir (dir + 4); |
558 | dir = absdir (dir + 4); |
541 | |
559 | |
542 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
560 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
543 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
561 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
544 | |
562 | |
545 | pre_att_dir = dir; /* remember the original direction */ |
563 | pre_att_dir = dir; /* remember the original direction */ |
546 | |
564 | |
547 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
565 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
548 | { |
566 | { |
549 | switch (op->attack_movement & LO4) |
567 | switch (op->attack_movement & LO4) |
550 | { |
568 | { |
551 | case DISTATT: |
569 | case DISTATT: |
552 | dir = dist_att (dir, op, enemy, part, &rv); |
570 | dir = dist_att (dir, op, enemy, part, &rv); |
553 | break; |
571 | break; |
554 | |
572 | |
555 | case RUNATT: |
573 | case RUNATT: |
556 | dir = run_att (dir, op, enemy, part, &rv); |
574 | dir = run_att (dir, op, enemy, part, &rv); |
557 | break; |
575 | break; |
558 | |
576 | |
559 | case HITRUN: |
577 | case HITRUN: |
560 | dir = hitrun_att (dir, op, enemy); |
578 | dir = hitrun_att (dir, op, enemy); |
561 | break; |
579 | break; |
562 | |
580 | |
563 | case WAITATT: |
581 | case WAITATT: |
564 | dir = wait_att (dir, op, enemy, part, &rv); |
582 | dir = wait_att (dir, op, enemy, part, &rv); |
565 | break; |
583 | break; |
566 | |
584 | |
567 | case RUSH: /* default - monster normally moves towards player */ |
585 | case RUSH: /* default - monster normally moves towards player */ |
568 | case ALLRUN: |
586 | case ALLRUN: |
569 | break; |
587 | break; |
570 | |
588 | |
571 | case DISTHIT: |
589 | case DISTHIT: |
572 | dir = disthit_att (dir, op, enemy, part, &rv); |
590 | dir = disthit_att (dir, op, enemy, part, &rv); |
573 | break; |
591 | break; |
574 | |
592 | |
575 | case WAIT2: |
593 | case WAIT2: |
576 | dir = wait_att2 (dir, op, enemy, part, &rv); |
594 | dir = wait_att2 (dir, op, enemy, part, &rv); |
577 | break; |
595 | break; |
578 | |
596 | |
579 | default: |
597 | default: |
580 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
598 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
581 | } |
599 | } |
582 | } |
600 | } |
583 | |
601 | |
584 | if (!dir) |
602 | if (!dir) |
585 | return 0; |
603 | return 0; |
… | |
… | |
595 | return 0; |
613 | return 0; |
596 | } |
614 | } |
597 | |
615 | |
598 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
616 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
599 | { |
617 | { |
600 | |
|
|
601 | /* Try move around corners if !close */ |
618 | /* Try move around corners if !close */ |
602 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
619 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
603 | |
620 | |
604 | for (diff = 1; diff <= maxdiff; diff++) |
621 | for (diff = 1; diff <= maxdiff; diff++) |
605 | { |
622 | { |
606 | /* try different detours */ |
623 | /* try different detours */ |
607 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
624 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
608 | |
625 | |
609 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
626 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
610 | return 0; |
627 | return 0; |
611 | } |
628 | } |
612 | } |
629 | } |
… | |
… | |
639 | { |
656 | { |
640 | object *nearest_player = get_nearest_player (op); |
657 | object *nearest_player = get_nearest_player (op); |
641 | |
658 | |
642 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
659 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
643 | { |
660 | { |
644 | op->enemy = NULL; |
661 | op->enemy = 0; |
645 | enemy = nearest_player; |
662 | enemy = nearest_player; |
646 | } |
663 | } |
647 | } |
664 | } |
648 | |
665 | |
649 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
666 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
655 | * still be pretty nasty. |
672 | * still be pretty nasty. |
656 | */ |
673 | */ |
657 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
674 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
658 | { |
675 | { |
659 | part->stats.wc += 10; |
676 | part->stats.wc += 10; |
660 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
677 | skill_attack (enemy, part, 0, NULL, NULL); |
661 | part->stats.wc -= 10; |
678 | part->stats.wc -= 10; |
662 | } |
679 | } |
663 | else |
680 | else |
664 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
681 | skill_attack (enemy, part, 0, NULL, NULL); |
665 | } /* if monster is in attack range */ |
682 | } /* if monster is in attack range */ |
666 | |
683 | |
667 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
684 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
668 | return 1; |
685 | return 1; |
669 | |
686 | |
670 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
687 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
671 | { |
688 | { |
672 | remove_ob (op); |
689 | op->drop_and_destroy (); |
673 | free_object (op); |
|
|
674 | return 1; |
690 | return 1; |
675 | } |
691 | } |
|
|
692 | |
676 | return 0; |
693 | return 0; |
677 | } |
694 | } |
678 | |
695 | |
679 | int |
696 | int |
680 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
697 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
681 | { |
698 | { |
682 | object *more; |
699 | object *more; |
683 | rv_vector rv1; |
700 | rv_vector rv1; |
684 | |
701 | |
685 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
702 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
686 | return 0; |
703 | return 0; |
687 | |
704 | |
688 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
705 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
689 | return 1; |
706 | return 1; |
690 | |
707 | |
691 | /* check all the parts of ob2 - just because we can't get to |
708 | /* check all the parts of ob2 - just because we can't get to |
692 | * its head doesn't mean we don't want to pound its feet |
709 | * its head doesn't mean we don't want to pound its feet |
693 | */ |
710 | */ |
694 | for (more = ob2->more; more != NULL; more = more->more) |
711 | for (more = ob2->more; more; more = more->more) |
695 | { |
712 | { |
696 | get_rangevector (ob1, more, &rv1, 0); |
713 | get_rangevector (ob1, more, &rv1, 0); |
697 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
714 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
698 | return 1; |
715 | return 1; |
699 | } |
716 | } |
|
|
717 | |
700 | return 0; |
718 | return 0; |
701 | |
|
|
702 | } |
719 | } |
703 | |
720 | |
704 | /* Returns 1 is monster should cast spell sp at an enemy |
721 | /* Returns 1 is monster should cast spell sp at an enemy |
705 | * Returns 0 if the monster should not cast this spell. |
722 | * Returns 0 if the monster should not cast this spell. |
706 | * |
723 | * |
… | |
… | |
724 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
741 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
725 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
742 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
726 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
743 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
727 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
744 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
728 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
745 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
729 | |
|
|
730 | return 1; |
746 | return 1; |
731 | |
747 | |
732 | return 0; |
748 | return 0; |
733 | } |
749 | } |
734 | |
|
|
735 | |
750 | |
736 | #define MAX_KNOWN_SPELLS 20 |
751 | #define MAX_KNOWN_SPELLS 20 |
737 | |
752 | |
738 | /* Returns a randomly selected spell. This logic is still |
753 | /* Returns a randomly selected spell. This logic is still |
739 | * less than ideal. This code also only seems to deal with |
754 | * less than ideal. This code also only seems to deal with |
… | |
… | |
742 | */ |
757 | */ |
743 | object * |
758 | object * |
744 | monster_choose_random_spell (object *monster) |
759 | monster_choose_random_spell (object *monster) |
745 | { |
760 | { |
746 | object *altern[MAX_KNOWN_SPELLS]; |
761 | object *altern[MAX_KNOWN_SPELLS]; |
747 | object *tmp; |
|
|
748 | int i = 0; |
762 | int i = 0; |
749 | |
763 | |
750 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
764 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
751 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
765 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
752 | { |
766 | { |
753 | /* Check and see if it's actually a useful spell. |
767 | /* Check and see if it's actually a useful spell. |
754 | * If its a spellbook, the spell is actually the inventory item. |
768 | * If its a spellbook, the spell is actually the inventory item. |
755 | * if it is a spell, then it is just the object itself. |
769 | * if it is a spell, then it is just the object itself. |
756 | */ |
770 | */ |
757 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
771 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
758 | { |
772 | { |
759 | altern[i++] = tmp; |
773 | altern [i++] = tmp; |
|
|
774 | |
760 | if (i == MAX_KNOWN_SPELLS) |
775 | if (i == MAX_KNOWN_SPELLS) |
761 | break; |
776 | break; |
762 | } |
777 | } |
763 | } |
778 | } |
764 | if (!i) |
779 | |
765 | return NULL; |
780 | return i ? altern [rndm (i)] : 0; |
766 | return altern[RANDOM () % i]; |
|
|
767 | } |
781 | } |
768 | |
782 | |
769 | /* This checks to see if the monster should cast a spell/ability. |
783 | /* This checks to see if the monster should cast a spell/ability. |
770 | * it returns true if the monster casts a spell, 0 if he doesn't. |
784 | * it returns true if the monster casts a spell, 0 if he doesn't. |
771 | * head is the head of the monster. |
785 | * head is the head of the monster. |
772 | * part is the part of the monster we are checking against. |
786 | * part is the part of the monster we are checking against. |
773 | * pl is the target. |
787 | * pl is the target. |
774 | * dir is the direction to case. |
788 | * dir is the direction to case. |
775 | * rv is the vector which describes where the enemy is. |
789 | * rv is the vector which describes where the enemy is. |
776 | */ |
790 | */ |
777 | |
|
|
778 | int |
791 | int |
779 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
792 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
780 | { |
793 | { |
781 | object *spell_item; |
794 | object *spell_item; |
782 | object *owner; |
795 | object *owner; |
… | |
… | |
789 | * other monsters) |
802 | * other monsters) |
790 | */ |
803 | */ |
791 | if (!(dir = path_to_player (part, pl, 0))) |
804 | if (!(dir = path_to_player (part, pl, 0))) |
792 | return 0; |
805 | return 0; |
793 | |
806 | |
794 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
807 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
795 | { |
808 | { |
796 | get_rangevector (head, owner, &rv1, 0x1); |
809 | get_rangevector (head, owner, &rv1, 0x1); |
797 | if (dirdiff (dir, rv1.direction) < 2) |
810 | if (dirdiff (dir, rv1.direction) < 2) |
798 | { |
|
|
799 | return 0; /* Might hit owner with spell */ |
811 | return 0; /* Might hit owner with spell */ |
800 | } |
|
|
801 | } |
812 | } |
802 | |
813 | |
803 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
814 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
804 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
815 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
805 | |
816 | |
806 | /* If the monster hasn't already chosen a spell, choose one |
817 | /* If the monster hasn't already chosen a spell, choose one |
807 | * I'm not sure if it really make sense to pre-select spells (events |
818 | * I'm not sure if it really make sense to pre-select spells (events |
808 | * could be different by the time the monster goes again). |
819 | * could be different by the time the monster goes again). |
809 | */ |
820 | */ |
… | |
… | |
813 | { |
824 | { |
814 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
825 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
815 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
826 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
816 | return 0; |
827 | return 0; |
817 | } |
828 | } |
|
|
829 | |
818 | if (spell_item->type == SPELLBOOK) |
830 | if (spell_item->type == SPELLBOOK) |
819 | { |
831 | { |
820 | if (!spell_item->inv) |
832 | if (!spell_item->inv) |
821 | { |
833 | { |
822 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
834 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
823 | return 0; |
835 | return 0; |
824 | } |
836 | } |
|
|
837 | |
825 | spell_item = spell_item->inv; |
838 | spell_item = spell_item->inv; |
826 | } |
839 | } |
827 | } |
840 | } |
828 | else |
841 | else |
829 | spell_item = head->spellitem; |
842 | spell_item = head->spellitem; |
… | |
… | |
848 | /* set this to null, so next time monster will choose something different */ |
861 | /* set this to null, so next time monster will choose something different */ |
849 | head->spellitem = NULL; |
862 | head->spellitem = NULL; |
850 | |
863 | |
851 | return cast_spell (part, part, dir, spell_item, NULL); |
864 | return cast_spell (part, part, dir, spell_item, NULL); |
852 | } |
865 | } |
853 | |
|
|
854 | |
866 | |
855 | int |
867 | int |
856 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
868 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
857 | { |
869 | { |
858 | object *scroll; |
870 | object *scroll; |
… | |
… | |
866 | * other monsters) |
878 | * other monsters) |
867 | */ |
879 | */ |
868 | if (!(dir = path_to_player (part, pl, 0))) |
880 | if (!(dir = path_to_player (part, pl, 0))) |
869 | return 0; |
881 | return 0; |
870 | |
882 | |
871 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
883 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
872 | { |
884 | { |
873 | get_rangevector (head, owner, &rv1, 0x1); |
885 | get_rangevector (head, owner, &rv1, 0x1); |
874 | if (dirdiff (dir, rv1.direction) < 2) |
886 | if (dirdiff (dir, rv1.direction) < 2) |
875 | { |
887 | { |
876 | return 0; /* Might hit owner with spell */ |
888 | return 0; /* Might hit owner with spell */ |
877 | } |
889 | } |
878 | } |
890 | } |
879 | |
891 | |
880 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
892 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
881 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
893 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
882 | |
894 | |
883 | for (scroll = head->inv; scroll; scroll = scroll->below) |
895 | for (scroll = head->inv; scroll; scroll = scroll->below) |
884 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
896 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
885 | break; |
897 | break; |
886 | |
898 | |
… | |
… | |
908 | * The skills we are treating here are all but those. -b.t. |
920 | * The skills we are treating here are all but those. -b.t. |
909 | * |
921 | * |
910 | * At the moment this is only useful for throwing, perhaps for |
922 | * At the moment this is only useful for throwing, perhaps for |
911 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
923 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
912 | */ |
924 | */ |
913 | |
|
|
914 | int |
925 | int |
915 | monster_use_skill (object *head, object *part, object *pl, int dir) |
926 | monster_use_skill (object *head, object *part, object *pl, int dir) |
916 | { |
927 | { |
917 | object *skill, *owner; |
928 | object *skill, *owner; |
918 | |
929 | |
919 | if (!(dir = path_to_player (part, pl, 0))) |
930 | if (!(dir = path_to_player (part, pl, 0))) |
920 | return 0; |
931 | return 0; |
921 | |
932 | |
922 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
933 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
923 | { |
934 | { |
924 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
935 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
925 | |
936 | |
926 | if (dirdiff (dir, dir2) < 1) |
937 | if (dirdiff (dir, dir2) < 1) |
927 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
938 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
928 | } |
939 | } |
|
|
940 | |
929 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
941 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
930 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
942 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
931 | |
943 | |
932 | /* skill selection - monster will use the next unused skill. |
944 | /* skill selection - monster will use the next unused skill. |
933 | * well...the following scenario will allow the monster to |
945 | * well...the following scenario will allow the monster to |
934 | * toggle between 2 skills. One day it would be nice to make |
946 | * toggle between 2 skills. One day it would be nice to make |
935 | * more skills available to monsters. |
947 | * more skills available to monsters. |
936 | */ |
948 | */ |
937 | |
|
|
938 | for (skill = head->inv; skill != NULL; skill = skill->below) |
949 | for (skill = head->inv; skill; skill = skill->below) |
939 | if (skill->type == SKILL && skill != head->chosen_skill) |
950 | if (skill->type == SKILL && skill != head->chosen_skill) |
940 | { |
951 | { |
941 | head->chosen_skill = skill; |
952 | head->chosen_skill = skill; |
942 | break; |
953 | break; |
943 | } |
954 | } |
… | |
… | |
946 | { |
957 | { |
947 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
958 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
948 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
959 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
949 | return 0; |
960 | return 0; |
950 | } |
961 | } |
|
|
962 | |
951 | /* use skill */ |
963 | /* use skill */ |
952 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
964 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
953 | } |
965 | } |
954 | |
966 | |
955 | /* Monster will use a ranged spell attack. */ |
967 | /* Monster will use a ranged spell attack. */ |
956 | |
|
|
957 | int |
968 | int |
958 | monster_use_range (object *head, object *part, object *pl, int dir) |
969 | monster_use_range (object *head, object *part, object *pl, int dir) |
959 | { |
970 | { |
960 | object *wand, *owner; |
971 | object *wand, *owner; |
961 | int at_least_one = 0; |
972 | int at_least_one = 0; |
962 | |
973 | |
963 | if (!(dir = path_to_player (part, pl, 0))) |
974 | if (!(dir = path_to_player (part, pl, 0))) |
964 | return 0; |
975 | return 0; |
965 | |
976 | |
966 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
977 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
967 | { |
978 | { |
968 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
979 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
969 | |
980 | |
970 | if (dirdiff (dir, dir2) < 2) |
981 | if (dirdiff (dir, dir2) < 2) |
971 | return 0; /* Might hit owner with spell */ |
982 | return 0; /* Might hit owner with spell */ |
972 | } |
983 | } |
|
|
984 | |
973 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
985 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
974 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
986 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
975 | |
987 | |
976 | for (wand = head->inv; wand != NULL; wand = wand->below) |
988 | for (wand = head->inv; wand; wand = wand->below) |
977 | { |
989 | { |
978 | if (wand->type == WAND) |
990 | if (wand->type == WAND) |
979 | { |
991 | { |
980 | /* Found a wand, let's see if it has charges left */ |
992 | /* Found a wand, let's see if it has charges left */ |
981 | at_least_one = 1; |
993 | at_least_one = 1; |
… | |
… | |
987 | if (!(--wand->stats.food)) |
999 | if (!(--wand->stats.food)) |
988 | { |
1000 | { |
989 | if (wand->arch) |
1001 | if (wand->arch) |
990 | { |
1002 | { |
991 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1003 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
992 | wand->face = wand->arch->clone.face; |
1004 | wand->face = wand->arch->face; |
993 | wand->speed = 0; |
1005 | wand->set_speed (0); |
994 | update_ob_speed (wand); |
|
|
995 | } |
1006 | } |
996 | } |
1007 | } |
997 | /* Success */ |
1008 | /* Success */ |
998 | return 1; |
1009 | return 1; |
999 | } |
1010 | } |
… | |
… | |
1017 | } |
1028 | } |
1018 | |
1029 | |
1019 | if (at_least_one) |
1030 | if (at_least_one) |
1020 | return 0; |
1031 | return 0; |
1021 | |
1032 | |
1022 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1033 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1023 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1034 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1024 | return 0; |
1035 | return 0; |
1025 | } |
1036 | } |
1026 | |
1037 | |
1027 | int |
1038 | int |
… | |
… | |
1029 | { |
1040 | { |
1030 | object *owner; |
1041 | object *owner; |
1031 | |
1042 | |
1032 | if (!(dir = path_to_player (part, pl, 0))) |
1043 | if (!(dir = path_to_player (part, pl, 0))) |
1033 | return 0; |
1044 | return 0; |
|
|
1045 | |
1034 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1046 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1035 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1047 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1036 | |
1048 | |
1037 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1049 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1038 | { |
1050 | { |
1039 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1051 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1040 | |
1052 | |
1041 | if (dirdiff (dir, dir2) < 1) |
1053 | if (dirdiff (dir, dir2) < 1) |
1042 | return 0; /* Might hit owner with arrow */ |
1054 | return 0; /* Might hit owner with arrow */ |
… | |
… | |
1046 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1058 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1047 | |
1059 | |
1048 | } |
1060 | } |
1049 | |
1061 | |
1050 | /* Checks if putting on 'item' will make 'who' do more |
1062 | /* Checks if putting on 'item' will make 'who' do more |
1051 | * damage. This is a very simplistic check - also checking things |
1063 | * damage. This is a very simplistic check - also checking things |
1052 | * like speed and ac are also relevant. |
1064 | * like speed and ac are also relevant. |
1053 | * |
1065 | * |
1054 | * return true if item is a better object. |
1066 | * return true if item is a better object. |
1055 | */ |
1067 | */ |
1056 | |
|
|
1057 | int |
1068 | int |
1058 | check_good_weapon (object *who, object *item) |
1069 | check_good_weapon (object *who, object *item) |
1059 | { |
1070 | { |
1060 | object *other_weap; |
1071 | object *other_weap; |
1061 | int val = 0, i; |
1072 | int val = 0, i; |
1062 | |
1073 | |
1063 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1074 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1064 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1075 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1065 | break; |
1076 | break; |
1066 | |
1077 | |
1067 | if (other_weap == NULL) /* No other weapons */ |
1078 | if (!other_weap) /* No other weapons */ |
1068 | return 1; |
1079 | return 1; |
1069 | |
1080 | |
1070 | /* Rather than go through and apply the new one, and see if it is |
1081 | /* Rather than go through and apply the new one, and see if it is |
1071 | * better, just do some simple checks |
1082 | * better, just do some simple checks |
1072 | * Put some multipliers for things that hvae several effects, |
1083 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1077 | val += (item->magic - other_weap->magic) * 3; |
1088 | val += (item->magic - other_weap->magic) * 3; |
1078 | /* Monsters don't really get benefits from things like regen rates |
1089 | /* Monsters don't really get benefits from things like regen rates |
1079 | * from items. But the bonus for their stats are very important. |
1090 | * from items. But the bonus for their stats are very important. |
1080 | */ |
1091 | */ |
1081 | for (i = 0; i < NUM_STATS; i++) |
1092 | for (i = 0; i < NUM_STATS; i++) |
1082 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1093 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1083 | |
1094 | |
1084 | if (val > 0) |
1095 | if (val > 0) |
1085 | return 1; |
1096 | return 1; |
1086 | else |
1097 | else |
1087 | return 0; |
1098 | return 0; |
1088 | |
|
|
1089 | } |
1099 | } |
1090 | |
1100 | |
1091 | int |
1101 | int |
1092 | check_good_armour (object *who, object *item) |
1102 | check_good_armour (object *who, object *item) |
1093 | { |
1103 | { |
1094 | object *other_armour; |
1104 | object *other_armour; |
1095 | int val = 0, i; |
1105 | int val = 0, i; |
1096 | |
1106 | |
1097 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1107 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1098 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1108 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1099 | break; |
1109 | break; |
1100 | |
1110 | |
1101 | if (other_armour == NULL) /* No other armour, use the new */ |
1111 | if (other_armour == NULL) /* No other armour, use the new */ |
1102 | return 1; |
1112 | return 1; |
… | |
… | |
1124 | |
1134 | |
1125 | if (val > 0) |
1135 | if (val > 0) |
1126 | return 1; |
1136 | return 1; |
1127 | else |
1137 | else |
1128 | return 0; |
1138 | return 0; |
1129 | |
|
|
1130 | } |
1139 | } |
1131 | |
1140 | |
1132 | /* |
1141 | /* |
1133 | * monster_check_pickup(): checks for items that monster can pick up. |
1142 | * monster_check_pickup(): checks for items that monster can pick up. |
1134 | * |
1143 | * |
… | |
… | |
1142 | * This function was seen be continueing looping at one point (tmp->below |
1151 | * This function was seen be continueing looping at one point (tmp->below |
1143 | * became a recursive loop. It may be better to call monster_check_apply |
1152 | * became a recursive loop. It may be better to call monster_check_apply |
1144 | * after we pick everything up, since that function may call others which |
1153 | * after we pick everything up, since that function may call others which |
1145 | * affect stacking on this space. |
1154 | * affect stacking on this space. |
1146 | */ |
1155 | */ |
1147 | |
|
|
1148 | void |
1156 | void |
1149 | monster_check_pickup (object *monster) |
1157 | monster_check_pickup (object *monster) |
1150 | { |
1158 | { |
1151 | object *tmp, *next; |
1159 | object *tmp, *next; |
1152 | int next_tag; |
|
|
1153 | |
1160 | |
1154 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1161 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1155 | { |
1162 | { |
1156 | next = tmp->below; |
1163 | next = tmp->below; |
1157 | next_tag = next ? next->count : 0; |
|
|
1158 | if (monster_can_pick (monster, tmp)) |
1164 | if (monster_can_pick (monster, tmp)) |
1159 | { |
1165 | { |
1160 | remove_ob (tmp); |
1166 | tmp->remove (); |
1161 | tmp = insert_ob_in_ob (tmp, monster); |
1167 | tmp = insert_ob_in_ob (tmp, monster); |
1162 | (void) monster_check_apply (monster, tmp); |
1168 | (void) monster_check_apply (monster, tmp); |
1163 | } |
1169 | } |
1164 | /* We could try to re-establish the cycling, of the space, but probably |
1170 | /* We could try to re-establish the cycling, of the space, but probably |
1165 | * not a big deal to just bail out. |
1171 | * not a big deal to just bail out. |
1166 | */ |
1172 | */ |
1167 | if (next && was_destroyed (next, next_tag)) |
1173 | if (next && next->destroyed ()) |
1168 | return; |
1174 | return; |
1169 | } |
1175 | } |
1170 | } |
1176 | } |
1171 | |
1177 | |
1172 | /* |
1178 | /* |
1173 | * monster_can_pick(): If the monster is interested in picking up |
1179 | * monster_can_pick(): If the monster is interested in picking up |
1174 | * the item, then return 0. Otherwise 0. |
1180 | * the item, then return 0. Otherwise 0. |
1175 | * Instead of pick_up, flags for "greed", etc, should be used. |
1181 | * Instead of pick_up, flags for "greed", etc, should be used. |
1176 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1182 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1177 | */ |
1183 | */ |
1178 | |
|
|
1179 | int |
1184 | int |
1180 | monster_can_pick (object *monster, object *item) |
1185 | monster_can_pick (object *monster, object *item) |
1181 | { |
1186 | { |
1182 | int flag = 0; |
1187 | int flag = 0; |
1183 | int i; |
1188 | int i; |
… | |
… | |
1192 | flag = 1; |
1197 | flag = 1; |
1193 | |
1198 | |
1194 | else |
1199 | else |
1195 | switch (item->type) |
1200 | switch (item->type) |
1196 | { |
1201 | { |
1197 | case MONEY: |
1202 | case MONEY: |
1198 | case GEM: |
1203 | case GEM: |
1199 | flag = monster->pick_up & 2; |
1204 | flag = monster->pick_up & 2; |
1200 | break; |
1205 | break; |
1201 | |
1206 | |
1202 | case FOOD: |
1207 | case FOOD: |
1203 | flag = monster->pick_up & 4; |
1208 | flag = monster->pick_up & 4; |
1204 | break; |
1209 | break; |
1205 | |
1210 | |
1206 | case WEAPON: |
1211 | case WEAPON: |
1207 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1212 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1208 | break; |
1213 | break; |
1209 | |
1214 | |
1210 | case ARMOUR: |
1215 | case ARMOUR: |
1211 | case SHIELD: |
1216 | case SHIELD: |
1212 | case HELMET: |
1217 | case HELMET: |
1213 | case BOOTS: |
1218 | case BOOTS: |
1214 | case GLOVES: |
1219 | case GLOVES: |
1215 | case GIRDLE: |
1220 | case GIRDLE: |
1216 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1221 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1217 | break; |
1222 | break; |
1218 | |
1223 | |
1219 | case SKILL: |
1224 | case SKILL: |
1220 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1225 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1221 | break; |
1226 | break; |
1222 | |
1227 | |
1223 | case RING: |
1228 | case RING: |
1224 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1229 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1225 | break; |
1230 | break; |
1226 | |
1231 | |
1227 | case WAND: |
1232 | case WAND: |
1228 | case HORN: |
1233 | case HORN: |
1229 | case ROD: |
1234 | case ROD: |
1230 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1231 | break; |
1236 | break; |
1232 | |
1237 | |
1233 | case SPELLBOOK: |
1238 | case SPELLBOOK: |
1234 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1239 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1235 | break; |
1240 | break; |
1236 | |
1241 | |
1237 | case SCROLL: |
1242 | case SCROLL: |
1238 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1239 | break; |
1244 | break; |
1240 | |
1245 | |
1241 | case BOW: |
1246 | case BOW: |
1242 | case ARROW: |
1247 | case ARROW: |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1248 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1244 | break; |
1249 | break; |
1245 | } |
1250 | } |
|
|
1251 | |
1246 | /* Simplistic check - if the monster has a location to equip it, he will |
1252 | /* Simplistic check - if the monster has a location to equip it, he will |
1247 | * pick it up. Note that this doesn't handle cases where an item may |
1253 | * pick it up. Note that this doesn't handle cases where an item may |
1248 | * use several locations. |
1254 | * use several locations. |
1249 | */ |
1255 | */ |
1250 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1256 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1251 | { |
1257 | { |
1252 | if (monster->body_info[i] && item->body_info[i]) |
1258 | if (monster->slot[i].info && item->slot[i].info) |
1253 | { |
1259 | { |
1254 | flag = 1; |
1260 | flag = 1; |
1255 | break; |
1261 | break; |
1256 | } |
1262 | } |
1257 | } |
1263 | } |
1258 | |
1264 | |
1259 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1265 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1260 | return 1; |
1266 | return 1; |
|
|
1267 | |
1261 | return 0; |
1268 | return 0; |
1262 | } |
1269 | } |
1263 | |
1270 | |
1264 | /* |
1271 | /* |
1265 | * monster_apply_below(): |
1272 | * monster_apply_below(): |
1266 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1273 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1267 | * eager to apply things, encounters something apply-able, |
1274 | * eager to apply things, encounters something apply-able, |
1268 | * then make him apply it |
1275 | * then make him apply it |
1269 | */ |
1276 | */ |
1270 | |
|
|
1271 | void |
1277 | void |
1272 | monster_apply_below (object *monster) |
1278 | monster_apply_below (object *monster) |
1273 | { |
1279 | { |
1274 | object *tmp, *next; |
1280 | object *tmp, *next; |
1275 | |
1281 | |
1276 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1282 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1277 | { |
1283 | { |
1278 | next = tmp->below; |
1284 | next = tmp->below; |
1279 | switch (tmp->type) |
1285 | switch (tmp->type) |
1280 | { |
1286 | { |
1281 | case CF_HANDLE: |
1287 | case T_HANDLE: |
1282 | case TRIGGER: |
1288 | case TRIGGER: |
1283 | if (monster->will_apply & 1) |
1289 | if (monster->will_apply & 1) |
1284 | manual_apply (monster, tmp, 0); |
1290 | manual_apply (monster, tmp, 0); |
1285 | break; |
1291 | break; |
1286 | |
1292 | |
… | |
… | |
1302 | * a pointer to that object is returned, so it can be dropped. |
1308 | * a pointer to that object is returned, so it can be dropped. |
1303 | * (so that other monsters can pick it up and use it) |
1309 | * (so that other monsters can pick it up and use it) |
1304 | * Note that as things are now, monsters never drop something - |
1310 | * Note that as things are now, monsters never drop something - |
1305 | * they can pick up all that they can use. |
1311 | * they can pick up all that they can use. |
1306 | */ |
1312 | */ |
1307 | |
|
|
1308 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1313 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1309 | |
|
|
1310 | void |
1314 | void |
1311 | monster_check_apply (object *mon, object *item) |
1315 | monster_check_apply (object *mon, object *item) |
1312 | { |
1316 | { |
1313 | |
|
|
1314 | int flag = 0; |
1317 | int flag = 0; |
1315 | |
1318 | |
1316 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1319 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1317 | { |
1320 | { |
1318 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1321 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1319 | return; |
1322 | return; |
1320 | } |
1323 | } |
1321 | |
1324 | |
… | |
… | |
1330 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1333 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1331 | { |
1334 | { |
1332 | /* Check for the right kind of bow */ |
1335 | /* Check for the right kind of bow */ |
1333 | object *bow; |
1336 | object *bow; |
1334 | |
1337 | |
1335 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
1338 | for (bow = mon->inv; bow; bow = bow->below) |
1336 | if (bow->type == BOW && bow->race == item->race) |
1339 | if (bow->type == BOW && bow->race == item->race) |
1337 | { |
1340 | { |
1338 | SET_FLAG (mon, FLAG_READY_BOW); |
1341 | SET_FLAG (mon, FLAG_READY_BOW); |
1339 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1342 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1340 | return; /* nothing more to do for arrows */ |
1343 | return; /* nothing more to do for arrows */ |
… | |
… | |
1355 | /* Don't use it right now */ |
1358 | /* Don't use it right now */ |
1356 | return; |
1359 | return; |
1357 | } |
1360 | } |
1358 | else if (item->type == WEAPON) |
1361 | else if (item->type == WEAPON) |
1359 | flag = check_good_weapon (mon, item); |
1362 | flag = check_good_weapon (mon, item); |
1360 | else if (IS_ARMOR (item)) |
1363 | else if (item->is_armor ()) |
1361 | flag = check_good_armour (mon, item); |
1364 | flag = check_good_armour (mon, item); |
1362 | /* Should do something more, like make sure this is a better item */ |
1365 | /* Should do something more, like make sure this is a better item */ |
1363 | else if (item->type == RING) |
1366 | else if (item->type == RING) |
1364 | flag = 1; |
1367 | flag = 1; |
1365 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
1368 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
… | |
… | |
1392 | */ |
1395 | */ |
1393 | SET_FLAG (mon, FLAG_READY_SKILL); |
1396 | SET_FLAG (mon, FLAG_READY_SKILL); |
1394 | return; |
1397 | return; |
1395 | } |
1398 | } |
1396 | |
1399 | |
1397 | |
|
|
1398 | /* if we don't match one of the above types, return now. |
1400 | /* if we don't match one of the above types, return now. |
1399 | * can_apply_object will say that we can apply things like flesh, |
1401 | * can_apply_object will say that we can apply things like flesh, |
1400 | * bolts, and whatever else, because it only checks against the |
1402 | * bolts, and whatever else, because it only checks against the |
1401 | * body_info locations. |
1403 | * body_info locations. |
1402 | */ |
1404 | */ |
… | |
… | |
1413 | /* should only be applying this item, not unapplying it. |
1415 | /* should only be applying this item, not unapplying it. |
1414 | * also, ignore status of curse so they can take off old armour. |
1416 | * also, ignore status of curse so they can take off old armour. |
1415 | * monsters have some advantages after all. |
1417 | * monsters have some advantages after all. |
1416 | */ |
1418 | */ |
1417 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1419 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1418 | |
|
|
1419 | return; |
|
|
1420 | } |
1420 | } |
1421 | |
1421 | |
1422 | void |
1422 | void |
1423 | npc_call_help (object *op) |
1423 | npc_call_help (object *op) |
1424 | { |
1424 | { |
1425 | int x, y, mflags; |
1425 | unordered_mapwalk (op, -7, -7, 7, 7) |
1426 | object *npc; |
|
|
1427 | sint16 sx, sy; |
|
|
1428 | mapstruct *m; |
|
|
1429 | |
|
|
1430 | for (x = -3; x < 4; x++) |
|
|
1431 | for (y = -3; y < 4; y++) |
|
|
1432 | { |
1426 | { |
1433 | m = op->map; |
1427 | mapspace &ms = m->at (nx, ny); |
1434 | sx = op->x + x; |
1428 | |
1435 | sy = op->y + y; |
|
|
1436 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1437 | /* If nothing alive on this space, no need to search the space. */ |
1429 | /* If nothing alive on this space, no need to search the space. */ |
1438 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1430 | if (!(ms.flags () & P_IS_ALIVE)) |
1439 | continue; |
1431 | continue; |
1440 | |
1432 | |
1441 | for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) |
1433 | for (object *npc = ms.bot; npc; npc = npc->above) |
1442 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1434 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1443 | npc->enemy = op->enemy; |
1435 | npc->enemy = op->enemy; |
1444 | } |
1436 | } |
1445 | } |
1437 | } |
1446 | |
1438 | |
1447 | |
|
|
1448 | int |
1439 | int |
1449 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1440 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1450 | { |
1441 | { |
1451 | |
|
|
1452 | if (can_hit (part, enemy, rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1453 | return dir; |
1443 | return dir; |
|
|
1444 | |
1454 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1455 | return absdir (dir + 4); |
1446 | return absdir (dir + 4); |
1456 | else if (rv->distance > 18) |
1447 | else if (rv->distance > 18) |
1457 | return dir; |
1448 | return dir; |
|
|
1449 | |
1458 | return 0; |
1450 | return 0; |
1459 | } |
1451 | } |
1460 | |
1452 | |
1461 | int |
1453 | int |
1462 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1454 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1463 | { |
1455 | { |
1464 | |
1456 | if (can_hit (part, enemy, rv)) |
1465 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1466 | { |
|
|
1467 | ob->move_status++; |
|
|
1468 | return (dir); |
1457 | return dir; |
1469 | } |
1458 | else |
1470 | else if (ob->move_status > 20) |
|
|
1471 | ob->move_status = 0; |
|
|
1472 | return absdir (dir + 4); |
1459 | return absdir (dir + 4); |
1473 | } |
1460 | } |
1474 | |
1461 | |
1475 | int |
1462 | int |
1476 | hitrun_att (int dir, object *ob, object *enemy) |
1463 | hitrun_att (int dir, object *ob, object *enemy) |
1477 | { |
1464 | { |
… | |
… | |
1479 | return dir; |
1466 | return dir; |
1480 | else if (ob->move_status < 50) |
1467 | else if (ob->move_status < 50) |
1481 | return absdir (dir + 4); |
1468 | return absdir (dir + 4); |
1482 | else |
1469 | else |
1483 | ob->move_status = 0; |
1470 | ob->move_status = 0; |
|
|
1471 | |
1484 | return absdir (dir + 4); |
1472 | return absdir (dir + 4); |
1485 | } |
1473 | } |
1486 | |
1474 | |
1487 | int |
1475 | int |
1488 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1476 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1489 | { |
1477 | { |
1490 | |
|
|
1491 | int inrange = can_hit (part, enemy, rv); |
1478 | int inrange = can_hit (part, enemy, rv); |
1492 | |
1479 | |
1493 | if (ob->move_status || inrange) |
1480 | if (ob->move_status || inrange) |
1494 | ob->move_status++; |
1481 | ob->move_status++; |
1495 | |
1482 | |
… | |
… | |
1497 | return 0; |
1484 | return 0; |
1498 | else if (ob->move_status < 10) |
1485 | else if (ob->move_status < 10) |
1499 | return dir; |
1486 | return dir; |
1500 | else if (ob->move_status < 15) |
1487 | else if (ob->move_status < 15) |
1501 | return absdir (dir + 4); |
1488 | return absdir (dir + 4); |
|
|
1489 | |
1502 | ob->move_status = 0; |
1490 | ob->move_status = 0; |
1503 | return 0; |
1491 | return 0; |
1504 | } |
1492 | } |
1505 | |
1493 | |
1506 | int |
1494 | int |
1507 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1495 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1508 | { |
1496 | { |
1509 | |
|
|
1510 | /* The logic below here looked plain wrong before. Basically, what should |
1497 | /* The logic below here looked plain wrong before. Basically, what should |
1511 | * happen is that if the creatures hp percentage falls below run_away, |
1498 | * happen is that if the creatures hp percentage falls below run_away, |
1512 | * the creature should run away (dir+4) |
1499 | * the creature should run away (dir+4) |
1513 | * I think its wrong for a creature to have a zero maxhp value, but |
1500 | * I think its wrong for a creature to have a zero maxhp value, but |
1514 | * at least one map has this set, and whatever the map contains, the |
1501 | * at least one map has this set, and whatever the map contains, the |
1515 | * server should try to be resilant enough to avoid the problem |
1502 | * server should try to be resilant enough to avoid the problem |
1516 | */ |
1503 | */ |
1517 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1504 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
1518 | return absdir (dir + 4); |
1505 | return absdir (dir + 4); |
|
|
1506 | |
1519 | return dist_att (dir, ob, enemy, part, rv); |
1507 | return dist_att (dir, ob, enemy, part, rv); |
1520 | } |
1508 | } |
1521 | |
1509 | |
1522 | int |
1510 | int |
1523 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1511 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1524 | { |
1512 | { |
1525 | if (rv->distance < 9) |
1513 | if (rv->distance < 9) |
1526 | return absdir (dir + 4); |
1514 | return absdir (dir + 4); |
|
|
1515 | |
1527 | return 0; |
1516 | return 0; |
1528 | } |
1517 | } |
1529 | |
1518 | |
1530 | void |
1519 | void |
1531 | circ1_move (object *ob) |
1520 | circ1_move (object *ob) |
1532 | { |
1521 | { |
1533 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1522 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1523 | |
1534 | if (++ob->move_status > 11) |
1524 | if (++ob->move_status > 11) |
1535 | ob->move_status = 0; |
1525 | ob->move_status = 0; |
|
|
1526 | |
1536 | if (!(move_object (ob, circle[ob->move_status]))) |
1527 | if (!(move_object (ob, circle[ob->move_status]))) |
1537 | (void) move_object (ob, RANDOM () % 8 + 1); |
1528 | move_object (ob, rndm (8) + 1); |
1538 | } |
1529 | } |
1539 | |
1530 | |
1540 | void |
1531 | void |
1541 | circ2_move (object *ob) |
1532 | circ2_move (object *ob) |
1542 | { |
1533 | { |
1543 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
1534 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1535 | |
1544 | if (++ob->move_status > 19) |
1536 | if (++ob->move_status > 19) |
1545 | ob->move_status = 0; |
1537 | ob->move_status = 0; |
|
|
1538 | |
1546 | if (!(move_object (ob, circle[ob->move_status]))) |
1539 | if (!(move_object (ob, circle[ob->move_status]))) |
1547 | (void) move_object (ob, RANDOM () % 8 + 1); |
1540 | move_object (ob, rndm (8) + 1); |
1548 | } |
1541 | } |
1549 | |
1542 | |
1550 | void |
1543 | void |
1551 | pace_movev (object *ob) |
1544 | pace_movev (object *ob) |
1552 | { |
1545 | { |
1553 | if (ob->move_status++ > 6) |
1546 | if (ob->move_status++ > 6) |
1554 | ob->move_status = 0; |
1547 | ob->move_status = 0; |
|
|
1548 | |
1555 | if (ob->move_status < 4) |
1549 | if (ob->move_status < 4) |
1556 | (void) move_object (ob, 5); |
1550 | move_object (ob, 5); |
1557 | else |
1551 | else |
1558 | (void) move_object (ob, 1); |
1552 | move_object (ob, 1); |
1559 | } |
1553 | } |
1560 | |
1554 | |
1561 | void |
1555 | void |
1562 | pace_moveh (object *ob) |
1556 | pace_moveh (object *ob) |
1563 | { |
1557 | { |
1564 | if (ob->move_status++ > 6) |
1558 | if (ob->move_status++ > 6) |
1565 | ob->move_status = 0; |
1559 | ob->move_status = 0; |
|
|
1560 | |
1566 | if (ob->move_status < 4) |
1561 | if (ob->move_status < 4) |
1567 | (void) move_object (ob, 3); |
1562 | move_object (ob, 3); |
1568 | else |
1563 | else |
1569 | (void) move_object (ob, 7); |
1564 | move_object (ob, 7); |
1570 | } |
1565 | } |
1571 | |
1566 | |
1572 | void |
1567 | void |
1573 | pace2_movev (object *ob) |
1568 | pace2_movev (object *ob) |
1574 | { |
1569 | { |
1575 | if (ob->move_status++ > 16) |
1570 | if (ob->move_status++ > 16) |
1576 | ob->move_status = 0; |
1571 | ob->move_status = 0; |
|
|
1572 | |
1577 | if (ob->move_status < 6) |
1573 | if (ob->move_status < 6) |
1578 | (void) move_object (ob, 5); |
1574 | move_object (ob, 5); |
1579 | else if (ob->move_status < 8) |
1575 | else if (ob->move_status < 8) |
1580 | return; |
1576 | return; |
1581 | else if (ob->move_status < 13) |
1577 | else if (ob->move_status < 13) |
1582 | (void) move_object (ob, 1); |
1578 | move_object (ob, 1); |
1583 | else |
1579 | else |
1584 | return; |
1580 | return; |
1585 | } |
1581 | } |
1586 | |
1582 | |
1587 | void |
1583 | void |
1588 | pace2_moveh (object *ob) |
1584 | pace2_moveh (object *ob) |
1589 | { |
1585 | { |
1590 | if (ob->move_status++ > 16) |
1586 | if (ob->move_status++ > 16) |
1591 | ob->move_status = 0; |
1587 | ob->move_status = 0; |
|
|
1588 | |
1592 | if (ob->move_status < 6) |
1589 | if (ob->move_status < 6) |
1593 | (void) move_object (ob, 3); |
1590 | move_object (ob, 3); |
1594 | else if (ob->move_status < 8) |
1591 | else if (ob->move_status < 8) |
1595 | return; |
1592 | return; |
1596 | else if (ob->move_status < 13) |
1593 | else if (ob->move_status < 13) |
1597 | (void) move_object (ob, 7); |
1594 | move_object (ob, 7); |
1598 | else |
1595 | else |
1599 | return; |
1596 | return; |
1600 | } |
1597 | } |
1601 | |
1598 | |
1602 | void |
1599 | void |
1603 | rand_move (object *ob) |
1600 | rand_move (object *ob) |
1604 | { |
1601 | { |
1605 | int i; |
|
|
1606 | |
|
|
1607 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1602 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1608 | for (i = 0; i < 5; i++) |
1603 | for (int i = 0; i < 5; i++) |
1609 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1604 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1610 | return; |
1605 | return; |
1611 | } |
1606 | } |
1612 | |
1607 | |
1613 | void |
1608 | void |
1614 | check_earthwalls (object *op, mapstruct *m, int x, int y) |
1609 | check_earthwalls (object *op, maptile *m, int x, int y) |
1615 | { |
1610 | { |
1616 | object *tmp; |
|
|
1617 | |
|
|
1618 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1611 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1619 | { |
|
|
1620 | if (tmp->type == EARTHWALL) |
1612 | if (tmp->type == EARTHWALL) |
1621 | { |
1613 | { |
1622 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1614 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1623 | return; |
1615 | return; |
1624 | } |
1616 | } |
1625 | } |
|
|
1626 | } |
1617 | } |
1627 | |
1618 | |
1628 | void |
1619 | void |
1629 | check_doors (object *op, mapstruct *m, int x, int y) |
1620 | check_doors (object *op, maptile *m, int x, int y) |
1630 | { |
1621 | { |
1631 | object *tmp; |
|
|
1632 | |
|
|
1633 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1622 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1634 | { |
|
|
1635 | if (tmp->type == DOOR) |
1623 | if (tmp->type == DOOR) |
1636 | { |
1624 | { |
1637 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1625 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1638 | return; |
1626 | return; |
1639 | } |
1627 | } |
1640 | } |
|
|
1641 | } |
1628 | } |
1642 | |
1629 | |
1643 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1630 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1644 | * This is probably overly simplistic as it is now - We want |
1631 | * This is probably overly simplistic as it is now - We want |
1645 | * monsters to throw things like chairs and other pieces of |
1632 | * monsters to throw things like chairs and other pieces of |
1646 | * furniture, even if they are not good throwable objects. |
1633 | * furniture, even if they are not good throwable objects. |
1647 | * Probably better to have the monster throw a throwable object |
1634 | * Probably better to have the monster throw a throwable object |
1648 | * first, then throw any non equipped weapon. |
1635 | * first, then throw any non equipped weapon. |
1649 | */ |
1636 | */ |
1650 | |
|
|
1651 | object * |
1637 | object * |
1652 | find_mon_throw_ob (object *op) |
1638 | find_mon_throw_ob (object *op) |
1653 | { |
1639 | { |
1654 | object *tmp = NULL; |
1640 | object *tmp = NULL; |
1655 | |
1641 | |
… | |
… | |
1659 | tmp = op; |
1645 | tmp = op; |
1660 | |
1646 | |
1661 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1647 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1662 | * marked item and throw it to the enemy. |
1648 | * marked item and throw it to the enemy. |
1663 | */ |
1649 | */ |
1664 | |
|
|
1665 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1666 | { |
1651 | { |
1667 | |
|
|
1668 | /* Can't throw invisible objects or items that are applied */ |
1652 | /* Can't throw invisible objects or items that are applied */ |
1669 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1653 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1670 | continue; |
1654 | continue; |
1671 | |
1655 | |
1672 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1656 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
… | |
… | |
1688 | * properly. I also so odd code in place that checked for x distance |
1672 | * properly. I also so odd code in place that checked for x distance |
1689 | * OR y distance being within some range - that seemed wrong - both should |
1673 | * OR y distance being within some range - that seemed wrong - both should |
1690 | * be within the valid range. MSW 2001-08-05 |
1674 | * be within the valid range. MSW 2001-08-05 |
1691 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1675 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1692 | */ |
1676 | */ |
1693 | |
|
|
1694 | int |
1677 | int |
1695 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1678 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1696 | { |
1679 | { |
1697 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1698 | |
|
|
1699 | /* null detection for any of these condtions always */ |
1680 | /* null detection for any of these condtions always */ |
1700 | if (!op || !enemy || !op->map || !enemy->map) |
1681 | if (!op || !enemy || !op->map || !enemy->map) |
1701 | return 0; |
1682 | return 0; |
1702 | |
1683 | |
1703 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1684 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1705 | return 0; |
1686 | return 0; |
1706 | |
1687 | |
1707 | get_rangevector (op, enemy, rv, 0); |
1688 | get_rangevector (op, enemy, rv, 0); |
1708 | |
1689 | |
1709 | /* Monsters always ignore the DM */ |
1690 | /* Monsters always ignore the DM */ |
1710 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1691 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1711 | return 0; |
1692 | return 0; |
1712 | |
1693 | |
1713 | /* simple check. Should probably put some range checks in here. */ |
1694 | /* simple check. Should probably put some range checks in here. */ |
1714 | if (can_see_enemy (op, enemy)) |
1695 | if (can_see_enemy (op, enemy)) |
1715 | return 1; |
1696 | return 1; |
1716 | |
1697 | |
1717 | /* The rest of this is for monsters. Players are on their own for |
1698 | /* The rest of this is for monsters. Players are on their own for |
1718 | * finding enemies! |
1699 | * finding enemies! |
1719 | */ |
1700 | */ |
1720 | if (op->type == PLAYER) |
1701 | if (op->is_player ()) |
1721 | return 0; |
1702 | return 0; |
1722 | |
1703 | |
1723 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1704 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1724 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1705 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1725 | */ |
1706 | */ |
1726 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1707 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1727 | return 0; |
1708 | return 0; |
1728 | |
1709 | |
|
|
1710 | int radius = MIN_MON_RADIUS; |
|
|
1711 | |
1729 | /* use this for invis also */ |
1712 | /* use this for invis also */ |
1730 | hide_discovery = op->stats.Int / 5; |
1713 | int hide_discovery = op->stats.Int / 5; |
1731 | |
1714 | |
1732 | /* Determine Detection radii */ |
1715 | /* Determine Detection radii */ |
1733 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1716 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1734 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1717 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1735 | else |
1718 | else |
1736 | { /* a level/INT/Dex adjustment for hiding */ |
1719 | { /* a level/INT/Dex adjustment for hiding */ |
1737 | object *sk_hide; |
|
|
1738 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1720 | int bonus = op->level / 2 + op->stats.Int / 5; |
1739 | |
1721 | |
1740 | if (enemy->type == PLAYER) |
1722 | if (enemy->is_player ()) |
1741 | { |
1723 | { |
1742 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1724 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1743 | bonus -= sk_hide->level; |
1725 | bonus -= sk_hide->level; |
1744 | else |
1726 | else |
1745 | { |
1727 | { |
1746 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1728 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1747 | make_visible (enemy); |
1729 | make_visible (enemy); |
… | |
… | |
1756 | } /* else creature has modifiers for hiding */ |
1738 | } /* else creature has modifiers for hiding */ |
1757 | |
1739 | |
1758 | /* Radii stealth adjustment. Only if you are stealthy |
1740 | /* Radii stealth adjustment. Only if you are stealthy |
1759 | * will you be able to sneak up closer to creatures */ |
1741 | * will you be able to sneak up closer to creatures */ |
1760 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1742 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1761 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1743 | { |
|
|
1744 | radius /= 2; |
|
|
1745 | hide_discovery /= 3; |
|
|
1746 | } |
1762 | |
1747 | |
1763 | /* Radii adjustment for enemy standing in the dark */ |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1764 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1749 | if (!stand_in_light (enemy)) |
1765 | { |
1750 | { |
1766 | /* on dark maps body heat can help indicate location with infravision |
1751 | /* on dark maps body heat can help indicate location with infravision |
1767 | * undead don't have body heat, so no benefit detecting them. |
1752 | * undead don't have body heat, so no benefit detecting them. |
1768 | */ |
1753 | */ |
1769 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1770 | radius += op->map->darkness / 2; |
1755 | radius += op->map->darklevel () / 2; |
1771 | else |
1756 | else |
1772 | radius -= op->map->darkness / 2; |
1757 | radius -= op->map->darklevel () / 2; |
1773 | |
1758 | |
1774 | /* op next to a monster (and not in complete darkness) |
1759 | /* op next to a monster (and not in complete darkness) |
1775 | * the monster should have a chance to see you. |
1760 | * the monster should have a chance to see you. |
1776 | */ |
1761 | */ |
1777 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1762 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1778 | radius = MIN_MON_RADIUS; |
1763 | radius = MIN_MON_RADIUS; |
1779 | } /* if on dark map */ |
1764 | } /* if on dark map */ |
1780 | |
1765 | |
1781 | /* Lets not worry about monsters that have incredible detection |
1766 | /* Lets not worry about monsters that have incredible detection |
1782 | * radii, we only need to worry here about things the player can |
1767 | * radii, we only need to worry here about things the player can |
… | |
… | |
1784 | * may have for their map - in that way, creatures at the edge will |
1769 | * may have for their map - in that way, creatures at the edge will |
1785 | * do something. Note that the distance field in the |
1770 | * do something. Note that the distance field in the |
1786 | * vector is real distance, so in theory this should be 18 to |
1771 | * vector is real distance, so in theory this should be 18 to |
1787 | * find that. |
1772 | * find that. |
1788 | */ |
1773 | */ |
1789 | if (radius > 13) |
1774 | // note that the above reasoning was utter bullshit even at the time it was written |
1790 | radius = 13; |
1775 | // we use 25, lets see if we have the cpu time for it |
|
|
1776 | radius = min (25, radius); |
1791 | |
1777 | |
1792 | /* Enemy in range! Now test for detection */ |
1778 | /* Enemy in range! Now test for detection */ |
1793 | if ((int) rv->distance <= radius) |
1779 | if (rv->distance <= radius) |
1794 | { |
1780 | { |
1795 | /* ah, we are within range, detected? take cases */ |
1781 | /* ah, we are within range, detected? take cases */ |
1796 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1797 | return 1; |
1783 | return 1; |
1798 | |
1784 | |
1799 | /* hidden or low-quality invisible */ |
1785 | /* hidden or low-quality invisible */ |
1800 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1786 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1801 | { |
1787 | { |
1802 | make_visible (enemy); |
1788 | make_visible (enemy); |
|
|
1789 | |
1803 | /* inform players of new status */ |
1790 | /* inform players of new status */ |
1804 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1791 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1805 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1793 | |
1806 | return 1; /* detected enemy */ |
1794 | return 1; /* detected enemy */ |
1807 | } |
1795 | } |
1808 | else if (enemy->invisible) |
1796 | else if (enemy->invisible) |
1809 | { |
1797 | { |
1810 | /* Change this around - instead of negating the invisible, just |
1798 | /* Change this around - instead of negating the invisible, just |
1811 | * return true so that the mosnter that managed to detect you can |
1799 | * return true so that the monster that managed to detect you can |
1812 | * do something to you. Decreasing the duration of invisible |
1800 | * do something to you. Decreasing the duration of invisible |
1813 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1801 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1814 | * can then basically negate the spell. The spell isn't negated - |
1802 | * can then basically negate the spell. The spell isn't negated - |
1815 | * they just know where you are! |
1803 | * they just know where you are! |
1816 | */ |
1804 | */ |
1817 | if ((RANDOM () % 50) <= hide_discovery) |
1805 | if (rndm (50) <= hide_discovery) |
1818 | { |
1806 | { |
1819 | if (enemy->type == PLAYER) |
1807 | if (enemy->type == PLAYER) |
1820 | { |
|
|
1821 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1808 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1822 | } |
1809 | |
1823 | return 1; |
1810 | return 1; |
1824 | } |
1811 | } |
1825 | } |
1812 | } |
1826 | } /* within range */ |
1813 | } /* within range */ |
1827 | |
1814 | |
1828 | /* Wasn't detected above, so still hidden */ |
1815 | /* Wasn't detected above, so still hidden */ |
1829 | return 0; |
1816 | return 0; |
1830 | } |
1817 | } |
1831 | |
1818 | |
1832 | /* determine if op stands in a lighted square. This is not a very |
1819 | /* determine if op stands in a lighted square. This is not a very |
1833 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1820 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1834 | * is possible for a bright light to illuminate a player on the |
1821 | * is possible for a bright light to illuminate a player on the |
1835 | * other side of a wall (!). |
1822 | * other side of a wall (!). |
1836 | */ |
1823 | */ |
1837 | |
|
|
1838 | int |
1824 | int |
1839 | stand_in_light (object *op) |
1825 | stand_in_light (object *op) |
1840 | { |
1826 | { |
1841 | sint16 nx, ny; |
|
|
1842 | mapstruct *m; |
|
|
1843 | |
|
|
1844 | |
|
|
1845 | if (!op) |
1827 | if (op) |
|
|
1828 | { |
|
|
1829 | if (!op->is_on_map ()) |
1846 | return 0; |
1830 | return 0; |
|
|
1831 | |
|
|
1832 | if (op->map->darklevel () <= 0) |
|
|
1833 | return 1; |
|
|
1834 | |
1847 | if (op->glow_radius > 0) |
1835 | if (op->glow_radius > 0) |
1848 | return 1; |
1836 | return 1; |
1849 | |
1837 | |
1850 | if (op->map) |
1838 | if (op->map) |
1851 | { |
1839 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1852 | int x, y, x1, y1; |
1840 | { |
1853 | |
|
|
1854 | |
|
|
1855 | |
|
|
1856 | /* Check the spaces with the max light radius to see if any of them |
1841 | /* Check the spaces with the max light radius to see if any of them |
1857 | * have lights, and if any of them light the player enough, then return 1. |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1858 | */ |
|
|
1859 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1860 | { |
|
|
1861 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1862 | { |
1843 | */ |
1863 | m = op->map; |
1844 | int light = m->at (nx, ny).light; |
1864 | nx = x; |
|
|
1865 | ny = y; |
|
|
1866 | |
1845 | |
1867 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1846 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1868 | continue; |
|
|
1869 | |
|
|
1870 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1871 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1872 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1873 | return 1; |
1847 | return 1; |
1874 | } |
1848 | } |
1875 | } |
|
|
1876 | } |
1849 | } |
|
|
1850 | |
1877 | return 0; |
1851 | return 0; |
1878 | } |
1852 | } |
1879 | |
|
|
1880 | |
1853 | |
1881 | /* assuming no walls/barriers, lets check to see if its *possible* |
1854 | /* assuming no walls/barriers, lets check to see if its *possible* |
1882 | * to see an enemy. Note, "detection" is different from "seeing". |
1855 | * to see an enemy. Note, "detection" is different from "seeing". |
1883 | * See can_detect_enemy() for more details. -b.t. |
1856 | * See can_detect_enemy() for more details. -b.t. |
1884 | * return 0 if can't be seen, 1 if can be |
1857 | * return 0 if can't be seen, 1 if can be |
1885 | */ |
1858 | */ |
1886 | |
|
|
1887 | int |
1859 | int |
1888 | can_see_enemy (object *op, object *enemy) |
1860 | can_see_enemy (object *op, object *enemy) |
1889 | { |
1861 | { |
1890 | object *looker = op->head ? op->head : op; |
1862 | object *looker = op->head ? op->head : op; |
1891 | |
1863 | |
… | |
… | |
1905 | { |
1877 | { |
1906 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1878 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1907 | * However,if you carry any source of light, then the hidden |
1879 | * However,if you carry any source of light, then the hidden |
1908 | * creature is seeable (and stupid) */ |
1880 | * creature is seeable (and stupid) */ |
1909 | |
1881 | |
1910 | if (has_carried_lights (enemy)) |
1882 | if (enemy->has_carried_lights ()) |
1911 | { |
1883 | { |
1912 | if (enemy->hide) |
1884 | if (enemy->flag [FLAG_HIDDEN]) |
1913 | { |
1885 | { |
1914 | make_visible (enemy); |
1886 | make_visible (enemy); |
1915 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1887 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1916 | } |
1888 | } |
|
|
1889 | |
1917 | return 1; |
1890 | return 1; |
1918 | } |
1891 | } |
1919 | else if (enemy->hide) |
1892 | else if (enemy->flag [FLAG_HIDDEN]) |
1920 | return 0; |
1893 | return 0; |
1921 | |
1894 | |
1922 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1895 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1923 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1896 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1924 | * and making it a conditional makes the code pretty ugly. |
1897 | * and making it a conditional makes the code pretty ugly. |
1925 | */ |
1898 | */ |
1926 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1899 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1927 | { |
|
|
1928 | if (makes_invisible_to (enemy, looker)) |
1900 | if (makes_invisible_to (enemy, looker)) |
1929 | return 0; |
1901 | return 0; |
1930 | } |
|
|
1931 | } |
1902 | } |
1932 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1903 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1933 | if (player_can_view (looker, enemy)) |
1904 | if (player_can_view (looker, enemy)) |
1934 | return 1; |
1905 | return 1; |
1935 | |
1906 | |
1936 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1907 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1937 | * unless they carry a light or stand in light. Darkness doesnt |
1908 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1940 | * we care about the enemy maps status, not the looker. |
1911 | * we care about the enemy maps status, not the looker. |
1941 | * only relevant for tiled maps, but it is possible that the |
1912 | * only relevant for tiled maps, but it is possible that the |
1942 | * enemy is on a bright map and the looker on a dark - in that |
1913 | * enemy is on a bright map and the looker on a dark - in that |
1943 | * case, the looker can still see the enemy |
1914 | * case, the looker can still see the enemy |
1944 | */ |
1915 | */ |
1945 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1916 | if (!stand_in_light (enemy) |
1946 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1917 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1947 | return 0; |
1918 | return 0; |
1948 | |
1919 | |
1949 | return 1; |
1920 | return 1; |
1950 | } |
1921 | } |
|
|
1922 | |